This document is a work in progress. Some information may be incorrect or outdated.
In Unturned, there are several volume types that assist map creators. Volumes are used for applying specific conditions to players, improving optimization, and preventing unintended glitches.
Adds ambiance effects within volume bounds. Useful for underground environments.
Effect ID: GUID or legacy ushort ID for an ambiance effect.
No Water: Toggles water effects.
No Lighting: Toggles atmospheric lighting.
Weather Mask: Integer value for the weather mask within the volume.
Override Fog: Toggles if the volume's fog settings should override that of the map.
Fog Intensity: Value determining fog intensity within the volume.
Override Atmospheric Fog: Toggles if atmospheric fog should affect those within the volume.
Arena Compactor Volume¶
Designates a location for the 'Arena' gamemode compactor to close on. Several of these volumes can be placed to randomize locations reach arena round. Does not support box sizing.
Used to position the satellite and chart baking camera. Does not support sphere sizing.
Cull Distance: Modifies the culling distance.
Include Large Objects: Toggles if the Culling Volume should cull 'Large' objects within it.
Applies deadzone status/conditions to players that enter the volume.
Full Suit Radiation. Specifies required deadzone protection (i.e. Gasmask).
Used for placing visual effects on maps.
Effect ID: GUID or legacy ushort ID for an effect.
Emission Rate: Multipler determining the emission rate of the effect.
Audio Range: Determines how far audio should travel. Used for effects with audio sources.
Used to determine the bounds of foliage placement.
Subtractive. Specifies volume logic.
Instanced Meshes: Toggles instanced mesh placement.
Resources: Toggles resource placement.
Objects: Toggles object placement.
Horde Purchase Volume¶
Originally used in the horde gamemode. Allows the player to purchase items using experience points.
Item ID: Legacy ushort ID specifying the purchasable item.
Cost: Cost of purchasing the item.
Kills an entity on collision.
Kill Players: Toggles if the volume should affect players.
Kill Zombies: Toggles if the volume should affect zombies.
Kill Animals: Toggles if the volume should affect animals.
Kill Vehicles: Toggles if the volume should affect vehicles.
SPARK. Specifies the death cause displayed when a player is affected. Defaults to
Modifies oxygen requirements for players within the volume.
Is Breathable: Toggles if the volume makes it breathable or unbreathable.
Player Clip Volume¶
Used to block players from entering certain areas. Can also be used to prevent building.
Block Player: Toggles if players should be blocked by the volume.
Applies safezone status/conditions to players that enter the volume. Used for quest locations.
No Weapons: Toggles if weapons should be usable while within the volume.
No Buildables: Toggles if players should be able to build within the volume.
Teleporter Entrance Volume¶
Allows players to teleport to the position of the paired Teleporter Exit Volume on collision. Does not support sphere sizing.
Pair ID: Value that specifies an identifier that should match with a Teleporter Exit Volume. Volumes with the same Pair ID are considered paired and will work together to teleport the player.
Teleporter Exit Volume¶
Marks the teleport position and angle for a Teleporter Entrance Volume. Does not support sizing.
Pair ID: Value that specifies an identifier that should match with a Teleporter Entrance Volume. Volumes with the same Pair ID are considered paired and will work together to teleport the player.
Underground Whitelist Volume¶
Designates areas where players are able to go underground. Set
Use_Underground_Whitelist to true in the map Config.json.
As the name implies, the Water Volume allows map creators to position water above the selected elevation of the main water volume on the map. Does not support sphere sizing.
Sea Level: Toggles the water volume as the main water volume. Allows the volume to be positioned by the water elevation settings within the map editor lighting tab.
Surface Visible: Toggles if the surface of the water volume is visible.
Reflection Visible: Toggles if reflections caused by the volume are visible.